using System; using System.Globalization; namespace PF { [Serializable] public struct Quaternion: IEquatable { private static Quaternion _identity = new Quaternion(0.0f, 0.0f, 0.0f, 1f); public float W; public float X; public float Y; public float Z; public static Quaternion identity { get { return Quaternion._identity; } } public Quaternion(float x, float y, float z, float w) { this.X = x; this.Y = y; this.Z = z; this.W = w; } public Quaternion(float angle, Vector3 rkAxis) { float num1 = angle * 0.5f; float num2 = (float) Math.Sin((double) num1); float num3 = (float) Math.Cos((double) num1); this.X = rkAxis.x * num2; this.Y = rkAxis.y * num2; this.Z = rkAxis.z * num2; this.W = num3; } public Quaternion(Vector3 xaxis, Vector3 yaxis, Vector3 zaxis) { Matrix4x4 identityM = Matrix4x4.identity; identityM[0, 0] = xaxis.x; identityM[1, 0] = xaxis.y; identityM[2, 0] = xaxis.z; identityM[0, 1] = yaxis.x; identityM[1, 1] = yaxis.y; identityM[2, 1] = yaxis.z; identityM[0, 2] = zaxis.x; identityM[1, 2] = zaxis.y; identityM[2, 2] = zaxis.z; Quaternion.CreateFromRotationMatrix(ref identityM, out this); } public Quaternion(float yaw, float pitch, float roll) { float num1 = roll * 0.5f; float num2 = (float) Math.Sin((double) num1); float num3 = (float) Math.Cos((double) num1); float num4 = pitch * 0.5f; float num5 = (float) Math.Sin((double) num4); float num6 = (float) Math.Cos((double) num4); float num7 = yaw * 0.5f; float num8 = (float) Math.Sin((double) num7); float num9 = (float) Math.Cos((double) num7); this.X = (float) ((double) num9 * (double) num5 * (double) num3 + (double) num8 * (double) num6 * (double) num2); this.Y = (float) ((double) num8 * (double) num6 * (double) num3 - (double) num9 * (double) num5 * (double) num2); this.Z = (float) ((double) num9 * (double) num6 * (double) num2 - (double) num8 * (double) num5 * (double) num3); this.W = (float) ((double) num9 * (double) num6 * (double) num3 + (double) num8 * (double) num5 * (double) num2); } #if !SERVER public static implicit operator UnityEngine.Quaternion(Quaternion q) { return new UnityEngine.Quaternion(q.X, q.Y, q.Z, q.W); } public static implicit operator Quaternion(UnityEngine.Quaternion q) { return new Quaternion(q.x, q.y, q.z, q.w); } #endif public override string ToString() { CultureInfo currentCulture = CultureInfo.CurrentCulture; return string.Format((IFormatProvider) currentCulture, "({0}, {1}, {2}, {3})", (object) this.X.ToString((IFormatProvider) currentCulture), (object) this.Y.ToString((IFormatProvider) currentCulture), (object) this.Z.ToString((IFormatProvider) currentCulture), (object) this.W.ToString((IFormatProvider) currentCulture)); } public bool Equals(Quaternion other) { if ((double) this.X == (double) other.X && (double) this.Y == (double) other.Y && (double) this.Z == (double) other.Z) return (double) this.W == (double) other.W; return false; } public override bool Equals(object obj) { bool flag = false; if (obj is Quaternion) flag = this.Equals((Quaternion) obj); return flag; } public override int GetHashCode() { return this.X.GetHashCode() + this.Y.GetHashCode() + this.Z.GetHashCode() + this.W.GetHashCode(); } public float LengthSquared() { return (float) ((double) this.X * (double) this.X + (double) this.Y * (double) this.Y + (double) this.Z * (double) this.Z + (double) this.W * (double) this.W); } public float Length() { return (float) Math.Sqrt((double) this.X * (double) this.X + (double) this.Y * (double) this.Y + (double) this.Z * (double) this.Z + (double) this.W * (double) this.W); } public void Normalize() { float num = 1f / (float) Math.Sqrt((double) this.X * (double) this.X + (double) this.Y * (double) this.Y + (double) this.Z * (double) this.Z + (double) this.W * (double) this.W); this.X *= num; this.Y *= num; this.Z *= num; this.W *= num; } public static Quaternion Normalize(Quaternion quaternion) { float num = 1f / (float) Math.Sqrt((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y + (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W); Quaternion quaternion1; quaternion1.X = quaternion.X * num; quaternion1.Y = quaternion.Y * num; quaternion1.Z = quaternion.Z * num; quaternion1.W = quaternion.W * num; return quaternion1; } public static void Normalize(ref Quaternion quaternion, out Quaternion result) { float num = 1f / (float) Math.Sqrt((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y + (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W); result.X = quaternion.X * num; result.Y = quaternion.Y * num; result.Z = quaternion.Z * num; result.W = quaternion.W * num; } public static Quaternion Inverse(Quaternion quaternion) { float num = 1f / (float) ((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y + (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W); Quaternion quaternion1; quaternion1.X = -quaternion.X * num; quaternion1.Y = -quaternion.Y * num; quaternion1.Z = -quaternion.Z * num; quaternion1.W = quaternion.W * num; return quaternion1; } public static void Inverse(ref Quaternion quaternion, out Quaternion result) { float num = 1f / (float) ((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y + (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W); result.X = -quaternion.X * num; result.Y = -quaternion.Y * num; result.Z = -quaternion.Z * num; result.W = quaternion.W * num; } public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle) { float num1 = angle * 0.5f; float num2 = (float) Math.Sin((double) num1); float num3 = (float) Math.Cos((double) num1); Quaternion quaternion; quaternion.X = axis.x * num2; quaternion.Y = axis.y * num2; quaternion.Z = axis.z * num2; quaternion.W = num3; return quaternion; } public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result) { float num1 = angle * 0.5f; float num2 = (float) Math.Sin((double) num1); float num3 = (float) Math.Cos((double) num1); result.X = axis.x * num2; result.Y = axis.y * num2; result.Z = axis.z * num2; result.W = num3; } public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll) { float num1 = roll * 0.5f; float num2 = (float) Math.Sin((double) num1); float num3 = (float) Math.Cos((double) num1); float num4 = pitch * 0.5f; float num5 = (float) Math.Sin((double) num4); float num6 = (float) Math.Cos((double) num4); float num7 = yaw * 0.5f; float num8 = (float) Math.Sin((double) num7); float num9 = (float) Math.Cos((double) num7); Quaternion quaternion; quaternion.X = (float) ((double) num9 * (double) num5 * (double) num3 + (double) num8 * (double) num6 * (double) num2); quaternion.Y = (float) ((double) num8 * (double) num6 * (double) num3 - (double) num9 * (double) num5 * (double) num2); quaternion.Z = (float) ((double) num9 * (double) num6 * (double) num2 - (double) num8 * (double) num5 * (double) num3); quaternion.W = (float) ((double) num9 * (double) num6 * (double) num3 + (double) num8 * (double) num5 * (double) num2); return quaternion; } public static Quaternion Euler(Vector3 eulerAngle) { //角度转弧度 eulerAngle = Mathf.Deg2Rad(eulerAngle); float cX = (float)Math.Cos(eulerAngle.x / 2.0f); float sX = (float)Math.Sin(eulerAngle.x / 2.0f); float cY = (float)Math.Cos(eulerAngle.y / 2.0f); float sY = (float)Math.Sin(eulerAngle.y / 2.0f); float cZ = (float)Math.Cos(eulerAngle.z / 2.0f); float sZ = (float)Math.Sin(eulerAngle.z / 2.0f); Quaternion qX = new Quaternion(sX, 0, 0, cX); Quaternion qY = new Quaternion(0, sY, 0, cY); Quaternion qZ = new Quaternion(0, 0, sZ, cZ); Quaternion q = (qY * qX) * qZ; return q; } public static Quaternion Euler(float x, float y, float z) { return Euler(new Vector3(x, y, z)); } private static Matrix3x3 QuaternionToMatrix(Quaternion q) { // Precalculate coordinate products float x = q.X * 2.0F; float y = q.Y * 2.0F; float z = q.Z * 2.0F; float xx = q.X * x; float yy = q.Y * y; float zz = q.Z * z; float xy = q.X * y; float xz = q.X * z; float yz = q.Y * z; float wx = q.W * x; float wy = q.W * y; float wz = q.W * z; // Calculate 3x3 matrix from orthonormal basis Matrix3x3 m = Matrix3x3.identity; m.Data[0] = 1.0f - (yy + zz); m.Data[1] = xy + wz; m.Data[2] = xz - wy; m.Data[3] = xy - wz; m.Data[4] = 1.0f - (xx + zz); m.Data[5] = yz + wx; m.Data[6] = xz + wy; m.Data[7] = yz - wx; m.Data[8] = 1.0f - (xx + yy); return m; } public static Vector3 QuaternionToEuler(Quaternion quat) { Matrix3x3 m = QuaternionToMatrix(quat); Vector3 euler = MatrixToEuler(m); //弧度转角度 return Mathf.Rad2Deg(euler); } private static Vector3 MakePositive(Vector3 euler) { const float negativeFlip = -0.0001F; const float positiveFlip = ((float)Math.PI * 2.0F) - 0.0001F; if (euler.x < negativeFlip) euler.x += 2.0f * (float)Math.PI; else if (euler.x > positiveFlip) euler.x -= 2.0f * (float)Math.PI; if (euler.y < negativeFlip) euler.y += 2.0f * (float)Math.PI; else if (euler.y > positiveFlip) euler.y -= 2.0f * (float)Math.PI; if (euler.z < negativeFlip) euler.z += 2.0f * (float)Math.PI; else if (euler.z > positiveFlip) euler.z -= 2.0f * (float)Math.PI; return euler; } private static Vector3 MatrixToEuler(Matrix3x3 matrix) { // from http://www.geometrictools.com/Documentation/EulerAngles.pdf // YXZ order Vector3 v = Vector3.zero; if (matrix.Data[7] < 0.999F) // some fudge for imprecision { if (matrix.Data[7] > -0.999F) // some fudge for imprecision { v.x = Mathf.Asin(-matrix.Data[7]); v.y = Mathf.Atan2(matrix.Data[6], matrix.Data[8]); v.z = Mathf.Atan2(matrix.Data[1], matrix.Data[4]); MakePositive(v); } else { // WARNING. Not unique. YA - ZA = atan2(r01,r00) v.x = (float)Math.PI * 0.5F; v.y = Mathf.Atan2(matrix.Data[3], matrix.Data[0]); v.z = 0.0F; MakePositive(v); } } else { // WARNING. Not unique. YA + ZA = atan2(-r01,r00) v.x = -(float)Math.PI * 0.5F; v.y = Mathf.Atan2(-matrix.Data[3], matrix.Data[0]); v.z = 0.0F; MakePositive(v); } return v; //返回的是弧度值 } private static Quaternion MatrixToQuaternion(Matrix3x3 kRot) { Quaternion q = new Quaternion(); // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes // article "Quaternionf Calculus and Fast Animation". float fTrace = kRot.Get(0, 0) + kRot.Get(1, 1) + kRot.Get(2, 2); float fRoot; if (fTrace > 0.0f) { // |w| > 1/2, mafy as well choose w > 1/2 fRoot = Mathf.Sqrt(fTrace + 1.0f); // 2w q.W = 0.5f * fRoot; fRoot = 0.5f / fRoot; // 1/(4w) q.X = (kRot.Get(2, 1) - kRot.Get(1, 2)) * fRoot; q.Y = (kRot.Get(0, 2) - kRot.Get(2, 0)) * fRoot; q.Z = (kRot.Get(1, 0) - kRot.Get(0, 1)) * fRoot; } else { // |w| <= 1/2 int[] s_iNext = new int[3] { 1, 2, 0 }; int i = 0; if (kRot.Get(1, 1) > kRot.Get(0, 0)) i = 1; if (kRot.Get(2, 2) > kRot.Get(i, i)) i = 2; int j = s_iNext[i]; int k = s_iNext[j]; fRoot = Mathf.Sqrt(kRot.Get(i, i) - kRot.Get(j, j) - kRot.Get(k, k) + 1.0f); float[] apkQuat = new float[3] { q.X, q.Y, q.Z }; apkQuat[i] = 0.5f * fRoot; fRoot = 0.5f / fRoot; q.W = (kRot.Get(k, j) - kRot.Get(j, k)) * fRoot; apkQuat[j] = (kRot.Get(j, i) + kRot.Get(i, j)) * fRoot; apkQuat[k] = (kRot.Get(k, i) + kRot.Get(i, k)) * fRoot; q.X = apkQuat[0]; q.Y = apkQuat[1]; q.Z = apkQuat[2]; } q = Quaternion.Normalize(q); return q; } public static Quaternion FromToRotation(Vector3 a, Vector3 b) { //return UnityEngine.Quaternion.FromToRotation(a, b); Vector3 start = a.normalized; Vector3 dest = b.normalized; float cosTheta = Vector3.Dot(start, dest); Vector3 rotationAxis; Quaternion quaternion; if (cosTheta < -1 + 0.001f) { rotationAxis = Vector3.Cross(new Vector3(0.0f, 0.0f, 1.0f), start); if (rotationAxis.sqrMagnitude < 0.01f) { rotationAxis = Vector3.Cross(new Vector3(1.0f, 0.0f, 0.0f), start); } rotationAxis.Normalize(); quaternion = new Quaternion((float) Math.PI, rotationAxis); quaternion.Normalize(); return quaternion; } rotationAxis = Vector3.Cross(start, dest); float s = (float)Math.Sqrt((1 + cosTheta) * 2); float invs = 1 / s; quaternion = new Quaternion(rotationAxis.x * invs, rotationAxis.y * invs, rotationAxis.z * invs, s * 0.5f); quaternion.Normalize(); return quaternion; } public static bool LookRotationToQuaternion(Vector3 viewVec, Vector3 upVec, out Quaternion quat) { quat = Quaternion.identity; // Generates a Right handed Quat from a look rotation. Returns if conversion was successful. Matrix3x3 m; if (!Matrix3x3.LookRotationToMatrix(viewVec, upVec, out m)) return false; quat = MatrixToQuaternion(m); return true; } public static Quaternion LookRotation(Vector3 viewVec, Vector3 upVec) { Quaternion q; bool ret = LookRotationToQuaternion(viewVec, upVec, out q); if (!ret) { throw new Exception("Look fail!"); } return q; } public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result) { float num1 = roll * 0.5f; float num2 = (float) Math.Sin((double) num1); float num3 = (float) Math.Cos((double) num1); float num4 = pitch * 0.5f; float num5 = (float) Math.Sin((double) num4); float num6 = (float) Math.Cos((double) num4); float num7 = yaw * 0.5f; float num8 = (float) Math.Sin((double) num7); float num9 = (float) Math.Cos((double) num7); result.X = (float) ((double) num9 * (double) num5 * (double) num3 + (double) num8 * (double) num6 * (double) num2); result.Y = (float) ((double) num8 * (double) num6 * (double) num3 - (double) num9 * (double) num5 * (double) num2); result.Z = (float) ((double) num9 * (double) num6 * (double) num2 - (double) num8 * (double) num5 * (double) num3); result.W = (float) ((double) num9 * (double) num6 * (double) num3 + (double) num8 * (double) num5 * (double) num2); } public static Quaternion CreateFromRotationMatrix(Matrix4x4 matrix) { float num1 = matrix.m00 + matrix.m11 + matrix.m22; Quaternion quaternion = new Quaternion(); if ((double) num1 > 0.0) { float num2 = (float) Math.Sqrt((double) num1 + 1.0); quaternion.W = num2 * 0.5f; float num3 = 0.5f / num2; quaternion.X = (matrix.m21 - matrix.m12) * num3; quaternion.Y = (matrix.m02 - matrix.m20) * num3; quaternion.Z = (matrix.m10 - matrix.m01) * num3; return quaternion; } if ((double) matrix.m00 >= (double) matrix.m11 && (double) matrix.m00 >= (double) matrix.m22) { float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m00 - (double) matrix.m11 - (double) matrix.m22); float num3 = 0.5f / num2; quaternion.X = 0.5f * num2; quaternion.Y = (matrix.m10 + matrix.m01) * num3; quaternion.Z = (matrix.m20 + matrix.m02) * num3; quaternion.W = (matrix.m21 - matrix.m12) * num3; return quaternion; } if ((double) matrix.m11 > (double) matrix.m22) { float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m11 - (double) matrix.m00 - (double) matrix.m22); float num3 = 0.5f / num2; quaternion.X = (matrix.m01 + matrix.m10) * num3; quaternion.Y = 0.5f * num2; quaternion.Z = (matrix.m12 + matrix.m21) * num3; quaternion.W = (matrix.m02 - matrix.m20) * num3; return quaternion; } float num4 = (float) Math.Sqrt(1.0 + (double) matrix.m22 - (double) matrix.m00 - (double) matrix.m11); float num5 = 0.5f / num4; quaternion.X = (matrix.m02 + matrix.m20) * num5; quaternion.Y = (matrix.m12 + matrix.m21) * num5; quaternion.Z = 0.5f * num4; quaternion.W = (matrix.m10 - matrix.m01) * num5; return quaternion; } public static void CreateFromRotationMatrix(ref Matrix4x4 matrix, out Quaternion result) { float num1 = matrix.m00 + matrix.m11 + matrix.m22; if ((double) num1 > 0.0) { float num2 = (float) Math.Sqrt((double) num1 + 1.0); result.W = num2 * 0.5f; float num3 = 0.5f / num2; result.X = (matrix.m21 - matrix.m12) * num3; result.Y = (matrix.m02 - matrix.m20) * num3; result.Z = (matrix.m10 - matrix.m01) * num3; } else if ((double) matrix.m00 >= (double) matrix.m11 && (double) matrix.m00 >= (double) matrix.m22) { float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m00 - (double) matrix.m11 - (double) matrix.m22); float num3 = 0.5f / num2; result.X = 0.5f * num2; result.Y = (matrix.m10 + matrix.m01) * num3; result.Z = (matrix.m20 + matrix.m02) * num3; result.W = (matrix.m21 - matrix.m12) * num3; } else if ((double) matrix.m11 > (double) matrix.m22) { float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m11 - (double) matrix.m00 - (double) matrix.m22); float num3 = 0.5f / num2; result.X = (matrix.m01 + matrix.m10) * num3; result.Y = 0.5f * num2; result.Z = (matrix.m12 + matrix.m21) * num3; result.W = (matrix.m02 - matrix.m20) * num3; } else { float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m22 - (double) matrix.m00 - (double) matrix.m11); float num3 = 0.5f / num2; result.X = (matrix.m02 + matrix.m20) * num3; result.Y = (matrix.m12 + matrix.m21) * num3; result.Z = 0.5f * num2; result.W = (matrix.m10 - matrix.m01) * num3; } } public static float Dot(Quaternion quaternion1, Quaternion quaternion2) { return (float) ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y + (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W); } public static void Dot(ref Quaternion quaternion1, ref Quaternion quaternion2, out float result) { result = (float) ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y + (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W); } public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount) { float num1 = amount; float num2 = (float) ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y + (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W); bool flag = false; if ((double) num2 < 0.0) { flag = true; num2 = -num2; } float num3; float num4; if ((double) num2 > 0.999998986721039) { num3 = 1f - num1; num4 = flag? -num1 : num1; } else { float num5 = (float) Math.Acos((double) num2); float num6 = (float) (1.0 / Math.Sin((double) num5)); num3 = (float) Math.Sin((1.0 - (double) num1) * (double) num5) * num6; num4 = flag? (float) -Math.Sin((double) num1 * (double) num5) * num6 : (float) Math.Sin((double) num1 * (double) num5) * num6; } Quaternion quaternion; quaternion.X = (float) ((double) num3 * (double) quaternion1.X + (double) num4 * (double) quaternion2.X); quaternion.Y = (float) ((double) num3 * (double) quaternion1.Y + (double) num4 * (double) quaternion2.Y); quaternion.Z = (float) ((double) num3 * (double) quaternion1.Z + (double) num4 * (double) quaternion2.Z); quaternion.W = (float) ((double) num3 * (double) quaternion1.W + (double) num4 * (double) quaternion2.W); return quaternion; } public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result) { float num1 = amount; float num2 = (float) ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y + (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W); bool flag = false; if ((double) num2 < 0.0) { flag = true; num2 = -num2; } float num3; float num4; if ((double) num2 > 0.999998986721039) { num3 = 1f - num1; num4 = flag? -num1 : num1; } else { float num5 = (float) Math.Acos((double) num2); float num6 = (float) (1.0 / Math.Sin((double) num5)); num3 = (float) Math.Sin((1.0 - (double) num1) * (double) num5) * num6; num4 = flag? (float) -Math.Sin((double) num1 * (double) num5) * num6 : (float) Math.Sin((double) num1 * (double) num5) * num6; } result.X = (float) ((double) num3 * (double) quaternion1.X + (double) num4 * (double) quaternion2.X); result.Y = (float) ((double) num3 * (double) quaternion1.Y + (double) num4 * (double) quaternion2.Y); result.Z = (float) ((double) num3 * (double) quaternion1.Z + (double) num4 * (double) quaternion2.Z); result.W = (float) ((double) num3 * (double) quaternion1.W + (double) num4 * (double) quaternion2.W); } public static Quaternion Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount) { float num1 = amount; float num2 = 1f - num1; Quaternion quaternion = new Quaternion(); if ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y + (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W >= 0.0) { quaternion.X = (float) ((double) num2 * (double) quaternion1.X + (double) num1 * (double) quaternion2.X); quaternion.Y = (float) ((double) num2 * (double) quaternion1.Y + (double) num1 * (double) quaternion2.Y); quaternion.Z = (float) ((double) num2 * (double) quaternion1.Z + (double) num1 * (double) quaternion2.Z); quaternion.W = (float) ((double) num2 * (double) quaternion1.W + (double) num1 * (double) quaternion2.W); } else { quaternion.X = (float) ((double) num2 * (double) quaternion1.X - (double) num1 * (double) quaternion2.X); quaternion.Y = (float) ((double) num2 * (double) quaternion1.Y - (double) num1 * (double) quaternion2.Y); quaternion.Z = (float) ((double) num2 * (double) quaternion1.Z - (double) num1 * (double) quaternion2.Z); quaternion.W = (float) ((double) num2 * (double) quaternion1.W - (double) num1 * (double) quaternion2.W); } float num3 = 1f / (float) Math.Sqrt((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y + (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W); quaternion.X *= num3; quaternion.Y *= num3; quaternion.Z *= num3; quaternion.W *= num3; return quaternion; } public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result) { float num1 = amount; float num2 = 1f - num1; if ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y + (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W >= 0.0) { result.X = (float) ((double) num2 * (double) quaternion1.X + (double) num1 * (double) quaternion2.X); result.Y = (float) ((double) num2 * (double) quaternion1.Y + (double) num1 * (double) quaternion2.Y); result.Z = (float) ((double) num2 * (double) quaternion1.Z + (double) num1 * (double) quaternion2.Z); result.W = (float) ((double) num2 * (double) quaternion1.W + (double) num1 * (double) quaternion2.W); } else { result.X = (float) ((double) num2 * (double) quaternion1.X - (double) num1 * (double) quaternion2.X); result.Y = (float) ((double) num2 * (double) quaternion1.Y - (double) num1 * (double) quaternion2.Y); result.Z = (float) ((double) num2 * (double) quaternion1.Z - (double) num1 * (double) quaternion2.Z); result.W = (float) ((double) num2 * (double) quaternion1.W - (double) num1 * (double) quaternion2.W); } float num3 = 1f / (float) Math.Sqrt((double) result.X * (double) result.X + (double) result.Y * (double) result.Y + (double) result.Z * (double) result.Z + (double) result.W * (double) result.W); result.X *= num3; result.Y *= num3; result.Z *= num3; result.W *= num3; } public void Conjugate() { this.X = -this.X; this.Y = -this.Y; this.Z = -this.Z; } public static Quaternion Conjugate(Quaternion value) { Quaternion quaternion; quaternion.X = -value.X; quaternion.Y = -value.Y; quaternion.Z = -value.Z; quaternion.W = value.W; return quaternion; } public static void Conjugate(ref Quaternion value, out Quaternion result) { result.X = -value.X; result.Y = -value.Y; result.Z = -value.Z; result.W = value.W; } private static float Angle(Quaternion a, Quaternion b) { return (float) (Math.Acos((double) Math.Min(Math.Abs(Quaternion.Dot(a, b)), 1f)) * 2.0 * 57.2957801818848); } private static void Angle(ref Quaternion a, ref Quaternion b, out float result) { result = (float) (Math.Acos((double) Math.Min(Math.Abs(Quaternion.Dot(a, b)), 1f)) * 2.0 * 57.2957801818848); } public static Quaternion Negate(Quaternion quaternion) { Quaternion quaternion1; quaternion1.X = -quaternion.X; quaternion1.Y = -quaternion.Y; quaternion1.Z = -quaternion.Z; quaternion1.W = -quaternion.W; return quaternion1; } public static void Negate(ref Quaternion quaternion, out Quaternion result) { result.X = -quaternion.X; result.Y = -quaternion.Y; result.Z = -quaternion.Z; result.W = -quaternion.W; } public static Quaternion Sub(Quaternion quaternion1, Quaternion quaternion2) { Quaternion quaternion; quaternion.X = quaternion1.X - quaternion2.X; quaternion.Y = quaternion1.Y - quaternion2.Y; quaternion.Z = quaternion1.Z - quaternion2.Z; quaternion.W = quaternion1.W - quaternion2.W; return quaternion; } public static void Sub(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result) { result.X = quaternion1.X - quaternion2.X; result.Y = quaternion1.Y - quaternion2.Y; result.Z = quaternion1.Z - quaternion2.Z; result.W = quaternion1.W - quaternion2.W; } public static Vector3 Rotate(Quaternion rotation, Vector3 vector3) { float num1 = rotation.X * 2f; float num2 = rotation.Y * 2f; float num3 = rotation.Z * 2f; float num4 = rotation.X * num1; float num5 = rotation.Y * num2; float num6 = rotation.Z * num3; float num7 = rotation.X * num2; float num8 = rotation.X * num3; float num9 = rotation.Y * num3; float num10 = rotation.W * num1; float num11 = rotation.W * num2; float num12 = rotation.W * num3; Vector3 vector3_1; vector3_1.x = (float) ((1.0 - ((double) num5 + (double) num6)) * (double) vector3.x + ((double) num7 - (double) num12) * (double) vector3.y + ((double) num8 + (double) num11) * (double) vector3.z); vector3_1.y = (float) (((double) num7 + (double) num12) * (double) vector3.x + (1.0 - ((double) num4 + (double) num6)) * (double) vector3.y + ((double) num9 - (double) num10) * (double) vector3.z); vector3_1.z = (float) (((double) num8 - (double) num11) * (double) vector3.x + ((double) num9 + (double) num10) * (double) vector3.y + (1.0 - ((double) num4 + (double) num5)) * (double) vector3.z); return vector3_1; } public static void Rotate(ref Quaternion rotation, ref Vector3 vector3, out Vector3 result) { float num1 = rotation.X * 2f; float num2 = rotation.Y * 2f; float num3 = rotation.Z * 2f; float num4 = rotation.X * num1; float num5 = rotation.Y * num2; float num6 = rotation.Z * num3; float num7 = rotation.X * num2; float num8 = rotation.X * num3; float num9 = rotation.Y * num3; float num10 = rotation.W * num1; float num11 = rotation.W * num2; float num12 = rotation.W * num3; result.x = (float) ((1.0 - ((double) num5 + (double) num6)) * (double) vector3.x + ((double) num7 - (double) num12) * (double) vector3.y + ((double) num8 + (double) num11) * (double) vector3.z); result.y = (float) (((double) num7 + (double) num12) * (double) vector3.x + (1.0 - ((double) num4 + (double) num6)) * (double) vector3.y + ((double) num9 - (double) num10) * (double) vector3.z); result.z = (float) (((double) num8 - (double) num11) * (double) vector3.x + ((double) num9 + (double) num10) * (double) vector3.y + (1.0 - ((double) num4 + (double) num5)) * (double) vector3.z); } public static Quaternion Multiply(Quaternion quaternion1, Quaternion quaternion2) { float x1 = quaternion1.X; float y1 = quaternion1.Y; float z1 = quaternion1.Z; float w1 = quaternion1.W; float x2 = quaternion2.X; float y2 = quaternion2.Y; float z2 = quaternion2.Z; float w2 = quaternion2.W; float num1 = (float) ((double) y1 * (double) z2 - (double) z1 * (double) y2); float num2 = (float) ((double) z1 * (double) x2 - (double) x1 * (double) z2); float num3 = (float) ((double) x1 * (double) y2 - (double) y1 * (double) x2); float num4 = (float) ((double) x1 * (double) x2 + (double) y1 * (double) y2 + (double) z1 * (double) z2); Quaternion quaternion; quaternion.X = (float) ((double) x1 * (double) w2 + (double) x2 * (double) w1) + num1; quaternion.Y = (float) ((double) y1 * (double) w2 + (double) y2 * (double) w1) + num2; quaternion.Z = (float) ((double) z1 * (double) w2 + (double) z2 * (double) w1) + num3; quaternion.W = w1 * w2 - num4; return quaternion; } public static void Multiply(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result) { float x1 = quaternion1.X; float y1 = quaternion1.Y; float z1 = quaternion1.Z; float w1 = quaternion1.W; float x2 = quaternion2.X; float y2 = quaternion2.Y; float z2 = quaternion2.Z; float w2 = quaternion2.W; float num1 = (float) ((double) y1 * (double) z2 - (double) z1 * (double) y2); float num2 = (float) ((double) z1 * (double) x2 - (double) x1 * (double) z2); float num3 = (float) ((double) x1 * (double) y2 - (double) y1 * (double) x2); float num4 = (float) ((double) x1 * (double) x2 + (double) y1 * (double) y2 + (double) z1 * (double) z2); result.X = (float) ((double) x1 * (double) w2 + (double) x2 * (double) w1) + num1; result.Y = (float) ((double) y1 * (double) w2 + (double) y2 * (double) w1) + num2; result.Z = (float) ((double) z1 * (double) w2 + (double) z2 * (double) w1) + num3; result.W = w1 * w2 - num4; } public static Quaternion operator -(Quaternion quaternion) { Quaternion quaternion1; quaternion1.X = -quaternion.X; quaternion1.Y = -quaternion.Y; quaternion1.Z = -quaternion.Z; quaternion1.W = -quaternion.W; return quaternion1; } public static bool operator ==(Quaternion quaternion1, Quaternion quaternion2) { if ((double) quaternion1.X == (double) quaternion2.X && (double) quaternion1.Y == (double) quaternion2.Y && (double) quaternion1.Z == (double) quaternion2.Z) return (double) quaternion1.W == (double) quaternion2.W; return false; } public static bool operator !=(Quaternion quaternion1, Quaternion quaternion2) { if ((double) quaternion1.X == (double) quaternion2.X && (double) quaternion1.Y == (double) quaternion2.Y && (double) quaternion1.Z == (double) quaternion2.Z) return (double) quaternion1.W != (double) quaternion2.W; return true; } public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2) { Quaternion quaternion; quaternion.X = quaternion1.X - quaternion2.X; quaternion.Y = quaternion1.Y - quaternion2.Y; quaternion.Z = quaternion1.Z - quaternion2.Z; quaternion.W = quaternion1.W - quaternion2.W; return quaternion; } public static Quaternion operator *(Quaternion quaternion1, Quaternion quaternion2) { float x1 = quaternion1.X; float y1 = quaternion1.Y; float z1 = quaternion1.Z; float w1 = quaternion1.W; float x2 = quaternion2.X; float y2 = quaternion2.Y; float z2 = quaternion2.Z; float w2 = quaternion2.W; float num1 = (float) ((double) y1 * (double) z2 - (double) z1 * (double) y2); float num2 = (float) ((double) z1 * (double) x2 - (double) x1 * (double) z2); float num3 = (float) ((double) x1 * (double) y2 - (double) y1 * (double) x2); float num4 = (float) ((double) x1 * (double) x2 + (double) y1 * (double) y2 + (double) z1 * (double) z2); Quaternion quaternion; quaternion.X = (float) ((double) x1 * (double) w2 + (double) x2 * (double) w1) + num1; quaternion.Y = (float) ((double) y1 * (double) w2 + (double) y2 * (double) w1) + num2; quaternion.Z = (float) ((double) z1 * (double) w2 + (double) z2 * (double) w1) + num3; quaternion.W = w1 * w2 - num4; return quaternion; } public static Vector3 operator *(Quaternion rotation, Vector3 point) { float num1 = rotation.X * 2f; float num2 = rotation.Y * 2f; float num3 = rotation.Z * 2f; float num4 = rotation.X * num1; float num5 = rotation.Y * num2; float num6 = rotation.Z * num3; float num7 = rotation.X * num2; float num8 = rotation.X * num3; float num9 = rotation.Y * num3; float num10 = rotation.W * num1; float num11 = rotation.W * num2; float num12 = rotation.W * num3; Vector3 vector3; vector3.x = (float) ((1.0 - ((double) num5 + (double) num6)) * (double) point.x + ((double) num7 - (double) num12) * (double) point.y + ((double) num8 + (double) num11) * (double) point.z); vector3.y = (float) (((double) num7 + (double) num12) * (double) point.x + (1.0 - ((double) num4 + (double) num6)) * (double) point.y + ((double) num9 - (double) num10) * (double) point.z); vector3.z = (float) (((double) num8 - (double) num11) * (double) point.x + ((double) num9 + (double) num10) * (double) point.y + (1.0 - ((double) num4 + (double) num5)) * (double) point.z); return vector3; } } }